Hobgoblin Hordes
Hobgoblin Overview
The hobgoblins are a green-skin species that is the exception for many of the usual rules for the green-skin races. Physically they are very comparable to humans for their range of heights, weights and builds. They have larger heads with long pointed noses, large bat-like ears, dagger sharp teeth and feral eyes. Their skin ranges from moss to emerald green depending on tribe and region. Thus, despite the fact that they can be compared to humans in many ways they are very clearly a goblin species.
The history of the Hobgoblins up to fairly recent events is clouded in mystery, like the history of all the green-skin races. It is possible that they were simply goblins who slowly adapted themselves to become more and more human, however given how they interact with other green-skin races in the rare cases that they are all united, it seems just as likely that they were supposed to fall into the cultural niche of merchants, diplomats and politicians for a green-skin society.
Like other goblin species, the Hobgoblins are crafty, sneaky, treacherous and often cowardly. In fact, compared to Goblins the Hobgoblins seem to bring this way of life to a whole new level. Within their tribes they seem to form rather twisted societies where back-stabbing, assassination and use of poison in duels is considered perfectly legitimate and celebrated ways of advancing in the society. Honor, traditional morals and the spirit of cooperation seem to be entirely foreign concepts to the Hobgoblins.
However,
unlike nearly all other green-skinned species, the Hobgoblins seem quite
willing to work with other races. In fact, they are not above favoring an
alliance with other races against their own race. Their openness to
non-green-skins seems to reflect in their very name. “Hobgoblins” was not the
name that they gave themselves. Originally they seemed to be called the
children of Mork, big Goblin, sneaky boys or numerous
other labels. The prefix ‘Hob’ came from
Hobgoblins and the
Darklands
At some
point in the past the Hobgoblins seemed to make a universal split with the Orcs. The Orcs took the western
The only place where the Orcs and Hobgoblins interacted in any great numbers was within the most northern part of the Darklands. However, when the Chaos Dwarves conquered these lands, they enslaved all the green-skin species living there and this was the beginning of the end of this coexistence.
The Chaos Dwarves bred a new powerful Orc breed known as the Black Orcs who soon grew out of their control and revolted. Faced with the choice of serving the cruel Chaos Dwarves or the brutal Black Orcs, the Hobgoblins choose the former deciding that the Chaos Dwarves appreciated their ways more than the Black Orcs. This treachery was enough to turn the tides and prevent the Chaos Dwarves from being wiped out; however it also put these Hobgoblins and the Chaos Dwarves into a symbiotic relationship that neither cares much for. The Chaos Dwarves need slaves to keep their society going and only the Hobgoblins seem to be willing and able to keep the slaves under control, at the same time without the Chaos Dwarves the Hobgoblins would be immediately wiped out.
Though they
have rightfully earned the scorn of the Black Orcs,
there are a few individual pockets of Hobgoblins still living amongst the Orc and Goblin tribes of the
Hobgoblins and the
Mournguld
Past the Darklands and past the Mountains of Mourn is a depressing, almost barren, disturbing and dangerous place known as the Mournguld. It is so cold and receives so little sunlight that the ground in this area is covered with permafrost most of the year, only moss and vegetation hidden under the snow is available for vegetation. One could not grow anything here and though many areas are lightly forested with coniferous trees, there isn’t enough lumber to try to build a village. This area is home to many herds of elk, caribou and other large herbivores that are in constant migration. These herds attract some of the largest, most dangerous and most desperate predators in the world. Giant wolves, giant hyenas, giant tigers and giant bears are all found in this area, listed from most common to least. They all live by following around these herds and picking off the weak and slow. Carrion animals, such as ravens, follow these predators and pick off what little the others leave behind
This is a
place where no human would want to live. The lack of sunlight would drive one
insane, the food sources would leave one nutritionally devoid, the constant
necessary migration would force one into a life of constant discomfort and the
predators would be a constant and very real threat. However, while this area is
ill-suited to human life, the Hobgoblins found this place quite pleasant and
perfect for their habitation. While their cousins in the
They made their clothing and tools out of the skin and bones of the animals, they happily became wandering bands following the herds around and tamed the various predators to do their work for them and carry their loads. Nearly every Hobgoblin who has reached maturity has at least one animal that is their constant companion. Even those who choose the path of the scouts and assassins usually have a wolf, raven or cat not too far off. The Mournguld hyenas have been dominated so entirely that they are known only as “Hobhounds” for the role they play as hunting hounds for the Hobgoblin tribes.
Small packs
or even individual Hobgoblins of these tribes sometimes wander back across the
Mountains of Mourn and
Although the Hobgoblin tribes of the Mournguld are often quite individualistic and selfish in their pursuits, they all seem to fall to the beck and call of a single leader known only as Hobgobala Khan. It is unknown if there really is a Hobgobala Khan or if he is merely a mythical figure or perhaps there have been a long line of people who have held this role, however the only time the Hobgoblins do seem to mount up a large, impressive force and cooperate unquestioningly is when his name is invoked. However, nearly all of Hobgobala Khan’s campaigns are against a single force.
Hobgoblins and
Although
the Hobgoblins of the Mournguld could possibly travel
back to the west to face the Ogres, the Chaos Dwarves and the Orcish hordes, they have an uneasy peace with these people.
Occasionally small battles do erupt, but they never reach the level of large
scale campaigns. The lands to the west of their home just have nothing to offer
them that would be worth battling over. The Mountains of Mourn and the
The Hobgoblins of the Mournguld do not particularly care that the Hobgoblins of the Dark Lands live as slaves to the Chaos Dwarves, partially because they don’t much care about others of their race and partially because the Hobgoblins of the Dark Lands choose that life. One tribe or another is likely to quickly adopt any Hobgoblin who wants out, but beyond this they are more likely to lend the Chaos Dwarves support than to bother them for fear of the Orcish hordes being let loose upon them.
However, to
the east of their lands is the human
In order to combat this constant menace, the Cathayans have built a wall thousands of miles long and dozens of feet high. They patrol the wall for danger at all times, waiting for the seemingly endless hordes of Hobgobala Khan to attack, which they inevitably do. Though this wall would seem impenetrable at first, history thus far has demonstrated that perhaps the effort in building the wall was ill spent, it has done far too little to repel the attacks.
The
mercenary spirit of the Hobgoblins in these lands as alive and well as it is
anywhere else. After many defeats, numerous Hobgoblins have been caught behind Cathayan lines, have wandered deep into Cathayan
territory or have lived in lands that were annexed by
More Notes
Though Hobgoblins lack the fool-hardy bravery and raging battle spirit of their western cousins, they have many advantages. Foremost, they are often decent metal workers, though no match for humans in this category. However, they are skilled enough to repair human weapons and armor scavenged from the battlefield. Since Hobgoblin bodies and human bodies are so close in size, the richer Hobgoblins often have armor that other green-skins lack.
Second, regardless of where they live, the Hobgoblins are often far more skilled with bows than their cousins. They like the ability to attack from a distance and many Hobgoblins are also hunters. Because of this the most skilled archers of the Hobgoblin tribes are perfectly matched with their human counterparts.
Furthermore,
Hobgoblins are masters of stealth, intrigue and use of poisons. Nearly all
tribes have some pocket of roguish warriors that utilize ambush tactics and
poison against their enemies. The greatest of the rogues even go on to become
great heroes in their own right. The way they come by this knowledge varies
from region to region. Those in the Mournguld have
often learned from Cathayans or the Skaven. Those in the
However,
perhaps the most notable difference between Hobgoblin and the Orcs and Goblins is their magic. While the Orcs and Goblins worship Gork and
Mork, calling down the power of these Orcish gods to crush their enemies, the Hobgoblins use a
different sort of magic. Hobgoblin magic usually revolves around trickery and
cunning or mastery of beasts. However, recently the Hobgoblins have learned to
use magic to bind and control the Wind Daemons commonly found in the Mournguld. Sometimes they bind these Daemons to magical
items, sometimes they keep them on hand and use them in battle. However, the
practice of mastering these wind spirits is becoming more and more popular
amongst the Mournguld tribes.
Fielding Hobgoblin Mercenaries:
Although the goal of the
Hobgoblin Mercenary list is to create a list capable of fielding a complete
stand-alone Hobgoblin force or as an allied contingent, the Hobgoblins are a
mercantile force and are at their best when they are fielded alongside another
army. Here is a list of their allies:
Friendly Allies:
Unfriendly Allies: Wood Elves
Special Rules:
You may not use Hobgoblin Lords as allied contingents if you are using Black Orcs in the army.
Army List
Lord
Warlord (Great Khan) (90 pts)
The Hobgoblin Warlord or Great Khan is a master
warrior of the Hobgoblin force. Although their leaders are not the strongest or
toughest, they hone their weapon finesse and skill to well beyond what many Orcs or Goblins aspire to.
M WS BS S T W I A Ld
Warlord 4 6 5 4 4 3 5 4 8
Equipment: Hand
Weapon & Light Armor
Options:
Sorcerer (Trickster/Shadow Master/Beast
Caller) (170 pts)
The greatest Hobgoblin spell-casters are known by
different names depending on their chosen Lore. They can all be classified as ‘Sorcerers’
however. The Sorcerers draw upon the latent energy on the battlefield and hone
it to cast powerful curses and charms.
M WS BS S T W I A Ld
Sorcerer 4 3 3 3 4 3 3 1 7
Equipment: Hand
Weapon
Special
Rules: Level 3 Wizard
Options:
Magic: May
choose spells from the Beasts, Shadow, or Trickery Domains. Counts
as a Level 3 Wizard. Sorcerer may be upgraded to a Level 4 Wizard for
+35pts.
Heroes
Big Boss (Khan) (50 pts)
Hobgoblin Big Bosses or Khans are some of the most
skilled warriors. A lot of them go on to become notable heroes and villains.
The Big Bosses come from regular units and have simply honed their skills to
the next level. They often do stick with others who practice similar skills.
M WS BS S T W I A Ld
Big Boss 4 5 4 4 4 2 4 3 7
Equipment: Hand
Weapon & Light Armor
Options:
Shaman (60 pts)
Hobgoblin Shamans are not entirely uncommon. Their
focus on the mind leads many to discover unlocked talent within themselves.
Shamans are often spell casters with very little experience and know most of
their magic through instinct. Some, however, study and go on to become Sorcerers.
M WS BS S T W I A Ld
Shaman 4 3 3 3 3 2 3 1 6
Equipment: Hand
Weapon
Options:
Special
Rules: Level 1 Wizard
Magic: May
choose spells from the Beasts, Shadow or Trickery Domains. Shaman counts as a
Level 1 Wizard. Shaman may be upgraded to a Level 2 Wizard for +35pts.
Thief Prince
(Assassin) (130 pts)
The Hobgoblin master thieves are some of the best
thieves and assassins in the world. They are the pinnacles of sneakiness and
cunning rogues who have gone on to perfect their arts of stealth and dark
warfare. A Thief Prince shows their true strength off the battlefield and when
they do their job correctly the enemy often finds it has lost before the battle
even begins.
M WS BS S T W I A Ld
Thief Prince 5 6 5 4 4 2 7 3 7
Equipment: Hand
Weapon, Throwing Daggers
Special
Rules: Poisoned Weapons; Sneaky Tricks
Options:
Core
Warriors
These are the standard warriors of Hobgoblin hordes
of any variety. Warriors are often the lowest ranked of all the units and they
take the least amount of skill or practice. Many are young and only started out
while others are those who have survived long enough to become old and gray.
Points/model:
4 Unit
Size: 15+
M WS BS S T W I A Ld
Warrior 4 3 3 3 3 1 3 1 6
Boss 4 3 3 3 3 1 3 2 6
Equipment: Hand
Weapon, Light Armour
Options:
Archers
Hobgoblin archers are renowned for their skill
amongst the green skin race and often beyond. Hobgoblins almost never farm and
so a good portion of their diet comes from hunting. The large, elusive game of
the winter plains demands that huntsmen be both fast and accurate, without
these skills the tribes would most certainly starve. Those that take to the
battlefield armed with their bows are often the most skilled and respected
hunters of the tribe.
Points/model:
5 Unit
Size: 10+
M WS BS S T W I A Ld
Archer 4 3 3 3 3 1 3 1 6
Master Archer 4 3 4 3 3 1 3 1 6
Equipment: Light
Armour, Bow & Hand Weapon
Options:
Wolf Riders
The Hobgoblins seem to have a natural affinity for
dealing with carnivorous animals and every Hobgoblin horde has some giant
wolves to ride into battle. The Hobgoblin cavalry is feared throughout all the
lands that they inhabit and the Hobgoblin Khanite
armies are made almost entirely of Hobgoblin riders.
Points/model:
13 Unit
Size: 5+
M WS BS S T W I A Ld
Wolf rider 4 3 3 3 3 1 3 1 6
Boss 4 3 3 3 3 1 3 2 6
Giant Wolf 9 3 0 3 3 1 3 1 3
Equipment:
Hand weapons & Light Armour
Special
Rules: Fast Cavalry
Options:
Hobhounds
Hobhounds are
normally believed to be dogs that were tainted by chaos in the first incursion.
They are as large as horses with wide, squat bodies, disproportional large
shoulders, shorter back legs and a large, deadly bite. In reality their
ancestors are actually hyenas who migrated to the north and grew larger and
shaggier to adapt to the weather. The Mourngul
Hobgoblins came across these beasts began to domesticate them to be used as
attack animals. Beast Masters keep the Hobhounds in
line during the battle, but often after a bloody, messy battle the Hobhounds are released to the battlefield to devour the
corpses of the fallen.
* Hobhounds do not count towards the minimum requisite core
units.
Points/model:
8 Unit
Size: 5+
M WS BS S T W I A Ld
Beast Master 4 3 3 3 3 1 3 1 6
Hobhound 8 3 0 4 3 1 2 1 4
Giant Wolf 9 3 0 3 3 1 3 1 3
Equipment:
Bite.
Special
Rules: Fast
Options:
Special
Sneaky Gits
Hobgoblin regularly field units who are quick and
stealthy and make use of poison. The most famous of these Rogues are the Sneaky
Gits who live in the Dark Lands, however all
Hobgoblin forces are known to utilize troops with similar tactics.
Points/model:
7 Unit Size:
5+
M WS BS S T W I A Ld
Rogue 4 3 3 3 3 1 3 1 6
Guild Master 4 3 3 3 3 1 3 2 6
Equipment: 2 Hand
Weapons
Special
Rules: Skirmish; Poisoned Weapons; Scout
Options:
Rage
Riders
Hobgoblin Wolf Riders who have fought in many
battles often become quite experienced at running down enemies. Those riders
are said to go into a state of fury and zeal that gives them an unholy strength
allowing them to rip through ranks of enemies that would cause a normal wolf
rider to pause.
Points/model:
18 Unit Size:
5+
M WS BS S T W I A Ld
Rage Rider 4 4 3 3 3 1 3 1 7
Boss 4 4 3 3 3 1 3 2 7
Giant Wolf 9 3 0 3 3 1 3 1 3
Equipment:
Hand weapons, Spears, Heavy Armor Armour and Shields
Options:
Bolt
Thrower
Bolt throwers are a commonly found amongst
Hobgoblin armies. They are often crudely constructed and often don’t last too
many battles, however as Hobgoblins are quite proficient at hitting targets
with them and they usually turn out to be more than worth the effort it takes
to construct new ones.
Points/model:
35 Unit
Size: 1
* 2
Bolt Throwers count as 1 Special Choice
Crew: 3
M WS BS S T W I A Ld
Bolt Thrower - - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 6
Equipment: Crew
are armed with light armor and hand weapons
Rare
In the snowy plains and forest between the
Points/model:
38 Unit
Size: 5+
M WS BS S T W I A Ld
Battle Rider 4 4 3 3 4 2 3 1 7
Boss 4 4 3 3 4 2 3 2 7
Battle Tiger 8 4 0 4 - - 4 3 4
Equipment:
Hand Weapon, Spears, Heavy Armour and Shield
Special
Rules: Cause Fear
Options:
Wind Daemon
Wind Daemon live on the frigid northern plains
where the Hobgoblins live. They are raging spirits who are masters of wind and
storm. Many Hobgoblin shamans and Sorcerers learn spells to capture these daemons
and then sell them to be used on the battlefield.
Points/model:
35 Unite
Size: 3-20
M WS BS S T W I A Ld
Wind Daemon 1 4 0 4 3 2 5 2 8
Special
Rules: Daemonic; Flying Unit; Tornado
Attack
Dogs of
War
A stand-alone Hobgoblin army may hire Dogs of War. You may choose Ghazak Khan as your Lord, if you choose him he must be the
leader of your army. You may take Oglah Khan’s Wolfboys as a Special Unit. While with a Hobgoblin army
they are considered to have I3 rather than I2. Beyond this their choices of DoW units are identical to those of Orc
& Goblin armies.
Mounts
Giant
Wolf
The Giant Wolves are the most common of the
Hobgoblin mounts. They are much like the wolves that are raised and bred by
their smaller brethren, only these ones are large enough to carry a man-sized
rider.
Special
Rules: Fast
Battle Tigers are large tigers that naturally lived
within the icy plains and forests that most Hobgoblins call home. They are not
bred or raised by the Hobgoblins, instead those that
do ride them have either managed to perform the impressive feat of earning the
Tiger’s trust or have bought one that had been enthralled by such a goblin.
Special
Rules: Cause Fear
*Note:
Because many Hobgoblin tribes breed colossal wolves instead of capturing tigers
you may use wolves even larger than the normal giant wolves in the place of
Storm Raven
The northern plains are home to furious Storm Ravens
who sail across the sky, and create storms simply by flapping their wings.
These giants birds are known to swoop down from the
sky and grab whole horses in their talons or land and devour people with every
peck. People who live near where they have been sighted are known to constantly
cast an eye towards the sky, ever vigilant for the appearance of one of these
creatures. Only a truly impressive Hobgoblin would ever be allowed to ride one
of these majestic beasts, those that do have usually braved the dangers to
steal an egg and have raised the beast from when it was a small chick.
Special
Rules: Flying, Large Target, Terror
M WS BS S T W I A Ld
Giant Wolf 9 3 0 3 3 1 3 1 3
Battle Tiger 8 4 0 4 4 2 4 3 4
Storm Raven 3 6 0 5 5 4 6 4 7
Special
Weapons
Compound Bow: The
compound bow is a regular size bow that uses a pulley system to give the shots
more strength. It works exactly like a normal bow except that instead of
dealing S3 hits it deals S4 hits.
General
Abilities
All
Hobgoblins are subject to the following abilities
Cowardness: Hobgoblins are very deceitful
and mistrusting. Like Orcs & Goblins the
Hobgoblins must roll each turn to find out if they fight effectively. Roll a D6 for every unit not currently broken
or engaged in combat and consult this charge for the result.
1
The Hobgoblin unit is too busy arguing.
They do nothing this turn.
2-5
The Hobgoblin unit performs as normal
6 The
Hobgoblins spring a crafty plan! All attacks from this unit during
this turn get a +1 on their
rolls to hit.
WAAAGH:
Hobgoblin Lords and Heroes do not
call Waaghs! like their Orc & Goblins cousins. However, if they are in an army
led by an Orc or Black Orc
then they will WAAAGH! like the rest of the army. However,
since they are reluctant to participate in such reckless tactics they only gain
a +1 to their animosity tests.
Size
Matters: When used in an Orc
& Goblin list the Hobgoblins do not panic tests caused by Goblins, Gnobblars, Kobolds, Snotlings, or
Squigs. However, they also do not cause Orcs or Black Orcs to take panic
tests when they flee. In an army that contains Black Orcs,
the Hobgoblins do not cause Goblins to take panic tests when they flee.
Lure: During the
beginning of any combat phase a Hobgoblin unit may choose to lure the enemy.
The combat is fought as normal, however at the end of the combat regardless of
whether or not they won combat the Hobgoblin unit will break and flee. During
this flee action the Hobgoblin unit rolls 1 more D6 than normal for flee
distance and drops the lowest die for the result. The
enemy unit must pass a Ld test or pursue the fleeing
unit. If the enemy unit had lost combat this Ld test
is taken at the same penalty they lost combat by.
Real Cunnin'!: Any Hobgoblin unit that rallies
at the beginning of their turn may move as normal, but is then also free to
move during the remaining moves part of the movement phase. The unit is also
free to shoot as normal (but it always counts as having moved).
Special
Ability Descriptions
Sneaky
Tricks:
Relentless
Chase: Hobhounds are
used to track down enemies within the snowy forests and icy plains of the
Hobgoblin's home. They suffer no movement penalties for moving through woods.
They suffer penalties for other terrain as normal. Hobhounds
cannot be joined by characters other than their Beast Masters and do not cause
Panic tests in friendly units except other Hobhounds,
although they benefit from the General's Leadership and Battle Standard as
normal.
Beast Master: Hobhounds
are often led by Beast Masters, warriors mounted on Giant Wolves who guide them
towards the foe. The Beast Master is bought as an
upgrade in the same way as a unit Champion and is treated as a Champion in all
respects, ie, he cannot be singled out as a target
for missile weapons, may issue and accept challenges, etc. Note that as long as
any Hobhounds remain alive, the Beast Master will be
restricted to their movement of 8, even though his wolf would normally be able
to move faster. He still benefits from the Hobhounds’
Relentless Chase rule.
Distraction:
Although skirmishers do not normally negate a unit’s rank bonus when
flanking, Sneaky Gits are particularly skilled at
causing confusion within a unit and do negate the rank bonus. However, Sneaky Gits still do not get a rank bonus during combat
resolution.
Daemonic: The
Wind Elemental has the following traits
Tornado
Attack: During any
turn the Wind Daemons don’t charge a unit, they may fly through a unit and deal
a S3 attack to that unit for each Wind Daemon passing over the unit. These
attacks are considered to be ranged attacks.
Magic
Items
Common
Sword of
Striking +1 to Hit 15
Sword of
Sword of
Might +1S 10
Biting
Blade -1Save 5
Enchanted
Shield 5+ Armor 15
Talisman
of Protection 6+ Ward 15
Dispel
Scroll Auto Dispel
(1 use only) 25
Power
Stone +2 Spell Dice
(1 use only) 25
Staff of
Sorcery +1 to Dispel 30
War
Banner +1 Resolution 25
Weapons
Soulseeker Blade (75 Points)
The weapon wielded by one of the
most prolific Hobgoblin assassins. He was known for being able to kill even the
most powerful enemies with only a single strike. The blade seems drawn straight
into the heart of its target.
For every
unsaved wound that an enemy takes from the Soulseeker
Blade they must make a toughness check on 2d6. If the target fails the
toughness check, it is killed out-right. This weapon only works once per a
round regardless of the number of wounds dealt.
Azure Blade (50 Points)
A blade rumored to have been crafted
by the greatest sword forger in all of
Strikes
dealt by this weapon have their strength increased by 1. In addition a model
wielding this blade always Strikes First. If the enemy also has the ability to
Strike First, combat is determined by initiative order. If both models have the
same initiative, roll off to determine who strikes first.
Zanzill’s 3-Section Staff (50 Points)
This was once the legendary spear
of Zanzill, body guard of a previous Hobgobala Khan. It was shattered in a battle while slaying
a fearsome Ogre Tyrant. Zanzill pieces his spear back
together using the hide of the Tyrant and created a new, previously unseen
weapon.
The 3-Section
Staff of Zanzill requires two hands to use. It grants
an addition D3+1 additional attacks. Roll for the additional attacks at the
beginning of each combat phase.
Juggernaut Axe (50 Points)
This was the axe wielded by Azkgrim the Betrayer when he personally struck down one of
the Black Orc commanders during the rebellion against
the Chaos Dwarves. The axe is said to be unstoppable by even the greatest of
defenses.
The Juggernaut
Axe negates normal armour saves.
Lightning Spear (40 Points)
This spear holds the spirit of a
fallen Storm Raven bound by Junzak the
On the
round that the wielder of the Lightning Spear charges, for each successful
wound made with this weapon the spear strikes the model behind the hit model
with an attack at -1S. If this attack wounds, then the model behind the second
wounded model is struck with an attack at an additional -1S. This will continue
until you fail to wound a model. (In short, each hit functions as a hit from a
Bolt Thrower starting at the S equal to the model’s S if on foot or S+1 if
mounted)
Bow of Storms (50 Points)
This bow is blessed uncanny
powers. Every time an arrow it shot from this bow transforms into a lightning
bolt and streaks across the enemy lines.
The Bow
of Storms counts as a Short Bow that fires at S5 and gives the model wielding
it the ability of Multiple Shot 3x.
Doom Blade (35 Points)
This blade has been covered in so
many toxins over its years of use that a new sinister brew of doom has been
created across its entire surface. Once cut by this blade it is only a matter
of time before one collapses.
This
weapon deals d3 wounds of damage for every unsaved wound.
Serpent’s Fang (30 Points)
This dagger was once one of a pair
wielded by Vezdrak the Serpent, known as one of the
most cunning and quick rogues to ever live. It was said that he could take down
any opponent, no matter how tough. Unfortunately this didn’t help him when he
was tackled and eaten by one-hundred and seventeen Gnobblars.
Attacks
by the Serpent’s Fang is considered to be made at the struck model’s T+1, but
never higher than 6. The attack strength also applies to armour penalty.
Skullkeeper Spear (25 Points)
This spear was wielded by a
hobgoblin that enjoyed collecting the skulls of his victims. He mastered the
art of driving the spear directly through the heads of his enemies upon the
battlefield. Eventually his wolf was laden down with so many skulls that
couldn’t move nearly fast enough to keep the rider from being cut down by a
volley of arrows.
A model
wielding the Skullkeeper Spear gains the Killing Blow
special ability.
Hypnotic Blade (25 Points)
The surface of this blade is
covered with brightly glowing runes put there by a powerful trickster. When it
is waved before an opponent it creates a distracting pattern that makes it
difficult to attack.
The model
with this weapon gains the Strike First ability.
Comet Bow (20 Points)
Juggos the Owleye was a great archer who was
dismayed by the lack of skill from his fellow archers. He designed a bow that
would light up the night sky and show the correct path for the other archers to
fire.
Roll the
attack from the Comet Bow before rolling the attacks of the rest of the unit.
The arrow from the Comet Bow is considered to be a flaming attack. In addition,
if it hits the rest of the ranged attacks from the unit are shot with a +1BS.
However, if the unit that was shot by this bow fires at the unit containing
this character next turn they also receive a +1 to their BS.
Magic Armour